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Reader Comments (4)

Posted: Feb 27th 2008 12:41PM (Unverified) said

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I hope this isn't the future, especially for something like WoW - instead of the current model (which is really, the more time you play, the "better" you are and the "better" stuff you can get) it's going to become, folks with more money IRL get the better stuff....and besides...isn't that what sucks about real life in the first place?

Posted: Feb 27th 2008 5:23PM (Unverified) said

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I think this article is spot on. It's ultimately a difference in culture.

I get a strong impression that in the West character customization is a means to achieve individuality (CoH, SL, etc.).

In the East it seems like they value character customization as more a means for status and importance.

Given the difference of views I think it seems more obvious why micro transactions work in the east but not the west.

I don't pretend to be an expert or even very knowledgeable on both the east and west cultures but I do think what I said seems to fit in with other aspects of both cultures and makes sense.

Posted: Feb 27th 2008 7:03PM (Unverified) said

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One of the advantages of microtransactions is that there are dedicated players who would be willing to spend much more than $15 a month. You see this in the West through online collectible card games, where some players spend $100 or more each month.

Free-to-play + microtransactions are also attractive to kids who don't have a steady income or a credit card. Some months they might not pay anything. Other months, say around the holidays or their birthdays, they can dump in more than $15. Overall, though, you probably don't average $15/month from them, which is why a WoW-budget probably wouldn't work with this model.

Posted: Feb 29th 2008 2:53PM Tialla said

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There are still many games that are popular here that do that method of transaction, other than ones listed. A great example in favor of a blended technology is the game Puzzle Pirates.

In Puzzle Pirates, there are two server models. One is a server type that handles subscriptions--a set subscription fee per month allows you access to that server, and then you earn with in-game money the items you want.

The other server set is the 'doubloon' type--which charges a micropayment of doubloons each time that you purchase clothing, as well as badges that enable certain advanced features for a period of time if you buy them.

One interesting thing about this system is that on the doubloon servers, you can buy doubloons--then trade them off for in-game currency to other players. Therefore, those players who have a large amount of in-game currency, can buy doubloons--and bypass needing to purchase doubloons for their purchases with RL $. Those with a moderate amount of in-game currency can buy doubloons with RL $ at a reasonable rate, and therefore finance their purchases. And if you have a low amount of in-game currency--the system allows you to buy doubloons with RL $, then trade them off to get a higher amount of currency.

Since badges only enable features, and items with in-game currency are not game-breaking, it allows a different sort of economy--that work quite well for this particular game.

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